/Engine/Source/Runtime/Renderer/Public/StaticMeshBatch.h
FStaticMeshBatchdata which is InitViews specific. Stored separately for cache efficiency.
class FStaticMeshBatchRelevance
uint8:  1
bDitheredLODTransition
Whether the mesh batch should apply dithered LOD.
uint8:  1
bOverlayMaterial
uint8:  1
bRenderToVirtualTexture
Whether the mesh batch can be used for rendering to a virtual texture.
uint8:  1
bSelectable
Whether the mesh batch can be selected through editor selection, aka hit proxies.
uint8:  1
bSupportsCachingMeshDrawCommands
Cached from vertex factory to avoid dereferencing VF in InitViews.
uint8:  1
bSupportsGPUScene
Cached from vertex factory to avoid dereferencing VF in shadow depth rendering.
uint8:  1
bSupportsNaniteRendering
Cached from vertex factory to avoid dereferencing VF in InitViews.
uint8:  1
bUseAnisotropy
uint8:  1
bUseAsOccluder
uint8:  1
bUseForDepthPass
uint8:  1
bUseForMaterial
uint8:  1
bUseHairStrands
uint8:  1
bUseSingleLayerWaterMaterial
uint8:  1
bUseSkyMaterial
uint8:  1
CastShadow
uint16
CommandInfosBase
Every bit corresponds to one MeshPass.
FMeshPassMask
CommandInfosMask
Starting offset into continuous array of command infos for this mesh in FPrimitiveSceneInfo::CachedMeshDrawCommandInfos.
int32
Id
The index of the mesh in the scene's static meshes array.
int8
LODIndex
LOD index of the mesh, used for fading LOD transitions.
uint16
NumElements
Number of elements in this mesh.
uint8:  Runtime...
RuntimeVirtualTextureMaterialType
What virtual texture material type this mesh batch should be rendered with.
float
ScreenSize
The screen space size to draw this primitive at